Hello everyone! I am working on my first serious java game project, it is intended to be an Open-World RPG, based about 140 years in the future. Currently, I don't want to release too much information about the mechanics yet. A lot of the development plans are still rough drafts, but I would like to showoff some of the visuals.

Overview of current planned features:- Huge map in the future, hopefully roughly the same as a decently sized MMO. 100% Open world.- I do plan to sell this game someday, but I also plan on giving out whole bunches of copies and there will be absolutely *no* DRM (Aside from Steam's DRM if that daydream ever came true). The price range is TBD, but it will be typical "indie budget" less-than-a-menu-price-pizza prices.- "Modernized" Retro Graphics. Meaning I am keeping the Retro "look", but I want to add some modernized features, in a retro way.- Very Western-RPG style with tons and tons of dialog, think "Baldur's Gate" when it comes to inventory management, stores, etc.- Everything you do influences how everyone else in the world will react to you. For example, if your reputation with group A increases, it might decrease with B. So you have to decide who you want to interact with and how you want to play in the game.- Fully customizable characters. Every bit of gear you put on is viewable on your character.- Much more, but thats hush hush for now until I have more solid information.- ..and because I'm crazy, I'm using Slick2D. Yes, I know it's dated, but it does what I need for this project.

If you'd like a link to the latest build, send me a PM. Currently I'm more or less working on the engine itself, the gameplay is basically non-existent. But if you want to fiddle around with what I have so far, I will happily provide a copy.

Finally: I am live streaming almost every moment of the development process, so if you're interested in watching just click here. I love to chat with people while I work, gives me motivation! http://twitch.tv/SG_Rayvolution/

..and, here's a bunch of devshots! Some are within Tiled, some are in-game.

Looks nice. One things you need to be careful of is that you keep the perspective consistent. Some things look like they're on 45 degrees, while others look like they're perpendicular to the camera.

Yeah, I was thinking the same thing, consistent art style is really important. Also, if you're making a futuristic rpg, don't be afraid to make the art very different from a standard rpg. Stone paths and grass are pretty much what we see in every medieval rpg, so I think you should emphasize the futuristic sense in your art.

Yeah, I was thinking the same thing, consistent art style is really important. Also, if you're making a futuristic rpg, don't be afraid to make the art very different from a standard rpg. Stone paths and grass are pretty much what we see in every medieval rpg, so I think you should emphasize the futuristic sense in your art.

The perspectives look a bit better in game. (Well, I think so anyway! ) What parts specifically are you looking at? I have plans to correct some of the terrains, for example the stone tiles (common in most the shots right now) needs redone. It's completely top-down where as almost everything else is set in at an angle. Could that be whats throwing your eyes off?

I also completely agree on the futuristic look, really right now I'm just getting some basic meat and bones in place. I have plans that involve some sci-fi looking technology in the building designs (both in and out) and other various areas. The final-product I hope to have a slightly over the top look. The closest example theme I can think of would be something like the movie like Fifth Element.

Really nice job on the art, it's very nice looking!If you want to add some extra pizzaz to your game, look into normal maps, I think there's a tutorial for 2D ones on the forum somewhere.

I had an idea to add some basic bump mapping, I wasn't sure if it was worth the resources since I want to make sure the game can run at a full 60FPS on most machines.

I might look into it later down the road though, I am curious what my game's graphics would look like with proper bump mapping. But I have to be careful, too many "special effects" and the game starts to look tacky.

What kind of mechanics will there be, since its in the future?no more mechsuits please

haha, there won't be any mech suits. There will be cybernetic implants though, but those are nothing like the cliche over the top cyber-suit stuff. The cybernetic upgrades will be extremely expensive and permanent changes to your internal body, but you'll mostly remain human. One of the more cliche examples would be a "Acuity implant" that enhances hand-eye coordination by replacing one or both of your eyes with cybernetics.

When those cybernetics are changed, it effects your stats in a similar way that "magic items" would in a classic RPG like Diablo. The Cybernetic eye for example would give your character a permanent +3 to accuracy, and possibly night vision.

Other cybernetic concepts on the drawing board:Sub-dermal Plating (Body armor installed under the skin)Neural Data Storage (Can't explain this one yet, it's part of a feature I'm not ready to announce until I hammer out the details)Muscle Replacements (For each Limb, replaces your normal muscles and bones enhanced machines)Cyber heart (Not sure how this will effect you in-game yet)Neural Inhibitor (Helps you control your fight or flight reflexes, assists in keeping your character from "panicking" in battle)Wired Reflexes (Like the cyber eye, but mainly just for reflex. No enhancements to your accuracy, just speed/reaction time.)

Those are all hugely subject to change, they're just rough ideas I have sitting in a dev outline document. They are also very high-end "elective surgeries". Normally a player wouldn't be about to afford them for a very long time, and most players will probably never own all of them.

I also plan to have some negative side effects to having too many implants, for example some people may react to your differently, or it may effect your "humanity" in some way or another. One idea I am working with is that these cybernetic implants are viewed like we used to view Tattoos in the US about 60-70 years ago. "Something only gangsters and criminals do". So sometimes some of the people you bump into may treat you a little bit differently when they see your more obvious implants, like the eyes or the sub-dermal plating.

Starting work on the GUI. I also did a ton of code rewriting for the new save/load system. The menus are only function now, the design is not even remotely close to the final product. I'm just getting the framework in.

- New/Load Game Screen (Fully Functional)- Game now autosaves! (yaay!)- Character Stats Screen (Screen itself functional, but there's no way to gain stats yet)- Reputation Screen (same as character screen, works but has no way to edit the inputted data yet)- Inventory Screen (Partially functional, can move around and select slots)- Settings (Fully functional)

Yeah, I might go ahead and do that once I get my video capture software reinstalled. My Twitch streamer supports recording, but the quality is god-awful for pixel art. So I'll probably install FRAPs and either make a Gif or just do an entire tech demo on YouTube.

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